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pvtdancer

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Posts posted by pvtdancer


  1. Some feedback after a few rounds.

     

    -Rounds were fast, faster than I expected and I was hoping for something a little longer. IMO more distance between objectives would be nice. So instead of just fighting for whatever point in the middle we can have engagements in between, I think this would lead to more random engagements which I think are more exciting 

    -Guns felt a little weak at times. I watched a 6.5 take half a mag and the .338 square to someones chest and they skip away like they were tickled by a butterfly. I felt encouraged to just spray the area and not aim

    -Recoil was weak to non existent. which is a big issue for the LMG that thing is a lazer beam of death. Over all I think recoil needs to be boosted according to weapon\caliber. If nothing else just to balance

    -Minor but I felt UI was a little big and in the way would like to see it shrunk or the ability to scale it

    -Throwing grenades was way weird felt like their was no weight to the throw 

     

    I had fun though all in all it felt pretty damn solid. Well done guys


  2. I see that we have an argoserver.exe in the main folder. Do we have any written documentation or is it the same as ARMA3? I'm going to test this tonight when I'm not at work and just move all my dedicated server configs from my arma 3 server to argo. 

     

    EDIT: Had a chance on lunch to do a little work. I Moved over my serverstart.bat and configs from A3 and it did launch with no issues. Without connecting to it I won't know till tonight if I can actually join but it did seem to take all settings fine. 

    • Like 1

  3. So yesterday I was using eden and I spent a good hour trying to figure this out. It appears that just setting a heli up in the air puts it into a flight state instead of actually setting that in the vehicles attributes If I'm wrong please correct me. but I can't figure out how you set the altitude it's to fly at now, I tried setting it in the way point and adjust it's starting altitude but it just wants to take 3 min to climb then eventually decides to move then take another 5 min to drop to an altitude to drop it's cargo I'm seriously hoping there is a better way to control this and I'm just blind and missed it.

     

    Thanks for the help.  


  4. Sorry brother. Thanks though. On my phone and saw the PM but forgot who sent it as I get PMs all the time and couldn't back out to check it again once I committed to typing that post.

    ;)

    Still not home, and won't be able to even DL it and take a look until maybe next weekend or so. I'm hoping to crank out some of the HALO re-write stuff quick and upload it when I get home today.

    But anyways... Thanks! I get PM'd to death on how to get this working fully in dedi. Should help a lot.

    No worries man I just thought it was funny ;). take your time and just let me know if you need any assistance with the dedi, that is one thing I'm very good at. and as always if you need a test candidate my clan mates and myself are willing to do some testing for you. Good luck!


  5. Good guess on the timing.

    I think you are right. Had a few issues on the next Module after DARK, which is called CORE. It's the last Module (I think), for this project. It'll be all the other player and start options. In testing for MP I had to add code that specificlly made the client pc wait until the server returned true on some public variables before continuing.

    So basically what happens is, the client is finishing its code too fast before the server, which has to compute all code. So some sections that the client needs, is missing then. It's a simple fix (so to speak), its just a matter of hammering out the upgrades.

    I just got the PM from the other guy on how to setup one of my PCs for a server so I can test in full-server mode. So that's cool. Just need to find a slow rainy weekend.

    After some small testing this weekend. I think I have a better handle on the whole SP/MP thing. Just hang in there. It'll get done at some point. Small steps. Hoping to have a new DL Monday morning. I rewrote a section of HALO which was WAY more stable. I'm going to let players just pick the airborne aircraft separate from the ground options. You can then click to pick the jump point (anyone can) and THEN the mod will build and setup that part at that time rather than build it when the game starts.

    It'll make more sense later. Anyway.... Thanks guys.

    I like how you call me the "Other guy" lol but seriously glad it helped man! Thanks for your hard work on your mod.


  6. I too would love to see this working on a dedicated server so here's my experience and findings. I tested on Altis and Stratis and received the same results. No socom desk no aircraft and no starting position for the halo jump which all works inside the editor. 

     

    If it helps, I run a dedicated server at home. If you turn on "Show script errors" for your client you see there are a lot of "Undefined variable in expression" errors when it's trying to load socom and halo modules. there are many of them on each module. I'm sorry I'm not a good scripter so I can help find the error but not sure how to correct them :( 


  7. Ahhh yeah you can't get one then, you will only have a timer option. Since the explosive part is from AGM (i believe correct me if I'm wrong please) they added in detonation devices which were required to set them off remotely, otherwise you have to use the timer. Since you're in a mission that probably wasn't built with ACE or AGM you wouldn't have the remote detonator. However if you were in a mission that had arsenal you would see these detonation devices listed uner the misc items.

    Hopefully that makes since.


  8. It's a good dream LJ... It's a good dream. But currently as it stands for the tech you're given it does sound good and by far better than anyone else's IMO... I've never ducked my head in my chair while gaming... until I've heard your damn snaps go over my virtual head! you bastard!!! lawl thanks for the awesome experiences you've given me can't wait to try out the new stuff! :D


  9. @J3aLeiNe, also, no parallax adjustment, because it was only needed for the mirage effect.

    Join the public slack chat, if you want to discuss the advanced ballistics module:

    * https://github.com/acemod/ACE3/issues/429

    Go here, if you have a specific feature request:

    * https://github.com/acemod/ACE3/issues/414

    Thanks for the clarification Ruth, I'm glad to hear you guys have been working hard on getting ballistics right! <3


  10. There's a ballistics PBO in the @ace folder so I assume they've done some ballistics adjustments to ArmA 3. Plus, don't forget that wind is now a factor to consider when firing at targets, especially at longer distances!

    PS: The blast fragmentations are so damn sexy. THANK YOU ACE!

    I knew they were doing some adjustments (Hence my excitement) I believe they said they were basing it off of some C++ code that would calculate the correct ballistics of the different calibers and I love the current model in AGM I'm all for anything that makes ballistics more accurate to RL (Gun nerd). So my question is really to the extent of if they're planning on adding in penetration but I'm not sure if that's controlled by the ballistics of the caliber and round or by the material the of the object being hit so it may be unreasonable to expect a change like this, and again how accurate is the code that's calculating the ballistics?

    I'm just curious is all :D And super excited!!!


  11. No no, the sound distances for explosions are set to 100 meters by ME, because they are just muffled bass core sounds while the scripts layer their characteristic sounds for explosions as an over-layer above those sounds. But the muffle bass core should be just audible until 100 meters, after that, the scripts only play their sounds. But some classes cannot be detected by the script, such as spawned rounds, as those "are not fired" so to speak...

    LJ

    AHHHHH I get it.... wow I misread that one *face palm* Thanks for the explanation that makes a lot more since.


  12. Placed Satchels are "fired" weapons in the logic of ArmA. But scripted IED's, Zeus stuff, Virtual Artillery, some sort of Artillery like Cluster Rounds, all those does not have distance sounds. They are muted further than 100 meters. I'm thinking of some kind of workaround tho. Maybe I find an Idea later....

    LJ

    Wow really? 100 Meters? I would have thought that BI would have done better than that... /dissapointed.... But thank the almighty Audiophile gods we have our prophet LJ to guide us through these turbulent times! lol

    Also if you all are in a mood for more event tracker. I added this one for LJ and Lex after they were talking about a need some time ago. http://feedback.arma3.com/view.php?id=21346

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